A break in the map texture due to the movement of characters - unity3d

This is a scene that I made to make a prototype in a team project. As you can see, only the character and map are put in, and the character's movement and jump are implemented, but when the character moves south, the texture of the building in that direction appears to be broken. Does anyone know the solution?

Related

Unity GameObject in not visible in Scene

Hi, I have a question when building my first unity project. So currently I am trying to create a character and add it into my scene.
As you may notice, the lower part of the picture are my characters, and the center part is my scene. However, after I adding the character into the scene by adding it in Sprite Renderer, instead of having the right character, I can only see a small circle. However, in the game the character appears perfectly. Therefore, I wonder if I can try something to make the character also be visible in the scene as well.

Unreal Engine 3rd Person Controller Problem

Does anyone know how to make your character not rotate when using WASD keys for moving? I want him to just run backwards and sideways, not turn around. I want only the mouse input to rotate my character. I have the camera parented to the character's head and I'm in Third Person Template doing an FPS.
You most likely want to enable bUseControllerRotationYaw on the Character.
Cameras and SpringArms also have a bUsePawnControlRotation.

Why is my character flying off in unity 2d?

When i Click on the play button my Spire flies off into the ceiling of my map.
I have a simple png as a sprite in unity.
I use a tilemap for the level i made which has a TilemapCollider2D and a BoxCollider2D.
https://imgur.com/2tggchP <- photo of what is happening.
My character has a BoxCollider2D and a Rigidbody2D.
I'm making a side scroller in case that is necessary to know.
The gravity and stuff for the character is normal and so is the mass.
My character(s) should just stay on the ground.
I'm not exactly sure if the grey part of the backroud is the object that has a BoxCollider2D but if it does that that's your issue.
You can't have two BoxColliders overlapping each other otherwise you'll get what your seeing now, one shooting up.
I would suggest removing the BoxCollider2D on the tilemap (if that's possible) and maybe just having a BoxCollider2D on that floor in the picture.
If my answer didn't help or wasn't good enough I would be happy to help you further, just reply to this. :)

Unity3d 5.6.0 How to transform the mesh

First of all, I'm a german so please forgive me my (maybe bad) English.
I'm programming a 2.5d Puzzle Jump'n'Run like Trine and of course, you can play an archer/ranger/etc. And you shoot an arrow by clicking on the screen and the archer will rotate his upper body, his arms with the bow and the head so that the bow is looking at the Point where you clicked on the screen.
Here is the problem: How can I rotate or transform the mesh of my character, that he/she is looking at the point because when I just rotate the element by script, the animator sets the Rotation to the default Rotation changes of the Animation.
Is there any way to handle this or do you know of another method?

Adding Google Street View Images to Unity Project

I'm completely new to Unity and I'm starting to work on a little game for my class. The scenario says that the main character should be placed in my home town.
Since I'm not capable of modeling my town, I tried making skybox from google street view images using free plugin I found. It looks ok, so I tried adding an avatar, and that's where I'm having troubles.
When adding an avatar, he falls trough the floor, I suppose because its only image underneath him. Then I tried adding box below his feet, and now he levitates in squat position abowe it.
Has anyone any suggestions or ideas on how to fix this? Or maybe some suggestions on different vay of doing this would also be apprechiated.
Here is a photo of what it looks like now:
https://postimg.org/image/ehklr8sg5/
The reason your character falls is because there is no "floor" yet. The skybox is nothing but a special cube that wraps infinitely around your scene. With the street view images it may appear like the character is standing on solid ground based on the optical illusion of the skybox, but they're actually floating in space. When you press play, the physics engine starts, gravity takes hold, and your character falls.
There are a number of ways to prevent them from falling.
Disable Gravity on Character
This is only a good idea if you're not planning to use physics in your game.
Select your character's root node in the Hierarchy
In the inspector, find the RigidBody component
Uncheck Use Gravity
Add Floors
Add something with a collider on it that doesn't have a RigidBody. The collider will prevent the character from passing through it and the lack of RigidBody will ensure it doesn't also get affected by physics or gravity.
Create > Plane
Set its transform position to 0, 0, 0 so it's centered in the world
Scale it up big enough for your character to land on
Uncheck the Mesh Renderer in the inspector to make the plane invisible